JoWei Posted September 4, 2012 Posted September 4, 2012 (edited) WDGSharedHeadPalettes.dll I renamed 251 .pal file from head_1.pal to head_251.pal and tested them. I found head_1.pal to head_8.pal is not working , all of these 8 pal file displays blue, but 9-251 works fine. Make sure it's not the head sprite itself the problem, because that happened to me on some sprite but not happening on others. Also, I'm not using any head related diff on client. Edited September 4, 2012 by JoWei Quote
shenhuyong Posted September 5, 2012 Posted September 5, 2012 (edited) But whether official hairstyle sprite or custom hairstyle sprite, all of their No.1-8 colors only display bule Edited September 5, 2012 by shenhuyong Quote
GreenBox Posted September 5, 2012 Posted September 5, 2012 WDGReadDataFolderFirst is patching the wrong offset in newer clients(2012+). For 2012-04-10, the correct is patch at 0x5a25f2 from 74 18 to 90 90. Before: .text:005A25DF loc_5A25DF: ; CODE XREF: CFile__OpenEx+8j .text:005A25DF 80 3D 70 8E 94 00 00 cmp g_readDataFolderFirst, 0 .text:005A25E6 53 push ebx .text:005A25E7 8B 5C 24 0C mov ebx, [esp+8+fileName] .text:005A25EB 57 push edi .text:005A25EC 8B 7C 24 14 mov edi, [esp+0Ch+arg_4] .text:005A25F0 57 push edi ; int .text:005A25F1 53 push ebx ; NumberOfBytesRead .text:005A25F2 74 18 jz short loc_PakFirst .text:005A25F4 E8 D7 EE FF FF call CFile__OpenByFS After: .text:005A25DF loc_5A25DF: ; CODE XREF: CFile__OpenEx+8j .text:005A25DF 80 3D 70 8E 94 00 00 cmp g_readDataFolderFirst, 0 .text:005A25E6 53 push ebx .text:005A25E7 8B 5C 24 0C mov ebx, [esp+8+fileName] .text:005A25EB 57 push edi .text:005A25EC 8B 7C 24 14 mov edi, [esp+0Ch+arg_4] .text:005A25F0 57 push edi ; int .text:005A25F1 53 push ebx ; NumberOfBytesRead .text:005A25F2 90 nop .text:005A25F3 90 nop .text:005A25F4 E8 D7 EE FF FF call CFile__OpenByFS Precompiled plugin for 2012 clients: http://www.mediafire.com/?k5cf9be4av6o6xb 1 Quote
bakuriyu2 Posted September 6, 2012 Posted September 6, 2012 @GreenBox Sir is that okey to use?? for 2012-04-10 client? Quote
Judas Posted September 6, 2012 Posted September 6, 2012 someone should correct the file for that now =) Quote
Ai4rei Posted September 6, 2012 Posted September 6, 2012 I would like to suggest something useful.. Can you add a Save button to save all checked options in a notepad.. an example output would be Client: 20110420 [uI] Allow Chat Flood (5) [Fix] Allow Multiple Windows [Fix] Always Call SelectKoreaClientInfo() [Fix] Chat @-Bug [uI] Custom Window Title (myRO) A desirable format would be: {type} {Name} {Value} This would allow people to post the options enabled in their client when asking for support(currently, people are using screenies that takes 2 or more image w/c are quite untidy for the forum), or for others to generate a future reference of what are enabled/disabled in their client whenever they have to recreate a new one. I will. WDGSharedHeadPalettes.dll I renamed 251 .pal file from head_1.pal to head_251.pal and tested them. I found head_1.pal to head_8.pal is not working , all of these 8 pal file displays blue, but 9-251 works fine. I'll test it at occasion, but the diff changes only the name, no rendering code involved. Edit: Tested, shared palettes do not work for me with renamed official files. Though it seems to be a data problem, as the palette files themselves are read correctly. 1 Quote
GreenBox Posted September 7, 2012 Posted September 7, 2012 Created a git repo for my plugins, starting with an updated version of WDGReadDataFolderFirst that works with the newer clients. https://github.com/greenboxal/sdpplugins https://github.com/greenboxal/sdpplugins/blob/master/PreBuilt/WDGReadDataFolderFirst.dll Quote
Ai4rei Posted September 9, 2012 Posted September 9, 2012 Updated: WDGUseCustomAuraSpritesbinary builds, sources Other stuff: Enable /showname is supposed to be enabled via WDGAlwaysCallSelectKoreaClientInfo. To fix instant asura strike skill effect, doing so server-side seems far easier (sending a cast-time of 1ms to the client) than to rig it in the client. Allow Multiple Windows is considered obsolete in newest clients, because Gravity removed the code that prevented multiple instances to run. Disable Multiple Windows will be reimplemented for newest clients (almost done), see Allow Multiple Windows why. Rigging the command-line faces some technical difficulties, but those will be sorted out. 1 Quote
Elijah23 Posted September 9, 2012 Posted September 9, 2012 wow this update is really awesome, can i have another request? a diff for adding custom status icons in game (if its possible) thanks! Quote
GreenBox Posted September 9, 2012 Posted September 9, 2012 wow this update is really awesome, can i have another request? a diff for adding custom status icons in game (if its possible) thanks! This is already possible by the lua files Quote
shinnobie Posted September 9, 2012 Posted September 9, 2012 Updated: WDGUseCustomAuraSprites binary builds, sources Thanks Sir, I love this one! Quote
Judas Posted September 9, 2012 Posted September 9, 2012 Any chance for cash shop icon? Or not possible on ragre exe ai4rei? Quote
GreenBox Posted September 9, 2012 Posted September 9, 2012 Added WDGForceClientHashPacket as requested by malufett, it will force the client to send PACKET_CA_EXE_HASHCHECK to the login server in every langtype/servertype so anyone can implement a client MD5 check. Binaries: https://github.com/g...master/PreBuilt Source: https://github.com/g...oxal/sdpplugins Quote
Elijah23 Posted September 9, 2012 Posted September 9, 2012 wow this update is really awesome, can i have another request? a diff for adding custom status icons in game (if its possible) thanks! This is already possible by the lua files So how to do it?.. thanks.. Quote
GreenBox Posted September 9, 2012 Posted September 9, 2012 Check luafiles514/lua files/stateicon/*.lua files, just follow the existing code as example. Quote
EvilPuncker Posted September 9, 2012 Posted September 9, 2012 (edited) To fix instant asura strike skill effect, doing so server-side seems far easier (sending a cast-time of 1ms to the client) than to rig it in the client. Rigging the command-line faces some technical difficulties, but those will be sorted out. 1 - how to do it exactly? sorry for the dumb question lol 2 - what is this diff about? sorry again Edited September 9, 2012 by EvilPuncker Quote
Ai4rei Posted September 9, 2012 Posted September 9, 2012 Any chance for cash shop icon? Or not possible on ragre exe ai4rei? Last time I checked, there was no implementation for it in the RE exe. 1 - how to do it exactly? sorry for the dumb question lol unit.c case MO_EXTREMITYFIST: if (sc && sc->data[sC_COMBO] && (sc->data[sC_COMBO]->val1 == MO_COMBOFINISH || sc->data[sC_COMBO]->val1 == CH_TIGERFIST || sc->data[sC_COMBO]->val1 == CH_CHAINCRUSH)) casttime = 0; temp = 1; + if( !casttime ) + casttime = 1; break; Should do the trick. temp is actually supposed to force the cast, but since a zero casttime is supplied, the client ignores it. 2 - what is this diff about? sorry again Is the thing you suggested a few pages back; avoiding the need for '1sak1 /account:sci.xml' and the like. 1 Quote
GreenBox Posted September 9, 2012 Posted September 9, 2012 2 - what is this diff about? sorry again Is the thing you suggested a few pages back; avoiding the need for '1sak1 /account:sci.xml' and the like. Why this is needed? O_O Quote
EvilPuncker Posted September 9, 2012 Posted September 9, 2012 2 - what is this diff about? sorry again Is the thing you suggested a few pages back; avoiding the need for '1sak1 /account:sci.xml' and the like. Why this is needed? O_O actually I need to run my client with a bat file: start 2012-04-10aRagexeRE.exe.patched.exe 1sak1 /account:sci.xml %1 And I don't want it, so I've suggest that thing! and thanks Ai4rei for explaining Quote
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